I am become death

If you’ve been paying attention lately, you might have noticed I’ve been having a lot of contact with some of our people down in Brackenwall Village – Krog about the goings-on in Stonetalon, Draz’Zilb about his potential uber-corruption spell. It hasn’t been a coincidence.

No surprise to anyone that I’ve been on a pretty steady boil ever since I realized that Varian and Jaina were in the guild and must have heard me talking about where I was going with my mother last week. I don’t know why I should be shocked by anything these humans do at this point. Thing is, though, Varian I can at least see. I mean, make no mistake, I hate that motherfucker, but at least it makes sense for him to have it in for me as well, and he’s not one to make any pretenses about it. We’ve had bad blood going back to the Violet Citadel, probably further, not to mention he’s a hateful dimwitted warmongering orc-hating bigot, so of course he would grab any opportunity to strike at me. And if an innocent has to die in the process, all the better. It’s Varian. I get it.

But Jaina? THAT sticks in my craw. Let’s even set aside all the joking around and clowning I do on her and all the cracks about her being a slut which granted they’re totally true but not really germane to the conversation right now. But this is the woman who tried to play herself off as Little Miss Peacemaker. Always playing the diplomat, coming off like she’s the level-headed human willing to yank Varian back when he’s being an asshole (which, admittedly, probably kept her pretty busy). Always hiding behind her incomprehensible friendship with Thrall, like that made her better and nobler than the rest of her kind. Like she just wants to be our friend too.

And she was a part of this. Even if she wasn’t taking action herself, she knew. She was there. And all the while she probably kept on wearing her “Oh dear me, why can’t we all work together?” fake smile.

So guess what our first target is going to be.

I’ve been meeting with General Nazgrim to work out the logistics for our first strike on Theramore. We’re planning two waves. The first will be a ground strike launched out of Brackenwall, hitting the main gate of the city with several infantry detachments with artillery support. That initial wave will serve two purposes: one, to break down the city’s outer defenses and allow our troops to make their way inside, and two, to keep Theramore’s defenses focused on the main gate, while the second wave comes in by sea and hits the harbor.

The second wave will be the key one, and deceptively small. We’ll be bringing quite a few ships, but very few troops aside from the actual crews necessary to navigate the vessels. The real purpose of the naval strike will be to hit the harbor, land, and get a single squadron to deliver the real centerpiece of the attack: Draz’Zilb, bearer of the new experimental chain corruption spell.

Remember how I mentioned Draz’Zilb’s spell sounded promising, but needed to be tested until controlled conditions? Well Theramore is going to be our field test. Our troops are going to get Draz’Zilb into the city long enough for him to find a decent-size cluster of humans, cast the spell, and then get back to the harbor while the chain reaction begins. Once the spell is deployed, our incursion group will fire off a signal to let all our troops know it’s underway. At that point, EVERYONE will head to the ships – the ground troops near the front gate can be making their way around the outer walls toward the shore – and then get out of there by sea. Hence bringing so many ships when we didn’t have that many troops in the naval group.

It works out perfectly, really. Theramore makes the ideal test target: a solitary human colony, densely populated but easy enough to isolate. As much as Dustwallow Marsh is swarming with life, it’s mostly spiders, crocolisks…nothing that isn’t expendable. Black dragonkin, the last leftovers of Onyxia’s brood? Good riddance. Yeah, a couple Grimtotem settlements, but do you think I’m going to shed any tears over them? The whole marsh is separated from the rest of Kalimdor by mountains and sea, perfectly enclosed. No spreading of the chain corruption beyond that one zone, however it plays out.

I love when things work out neatly like that.

Nazgrim and I are getting the last details sorted out. I even got a couple of the goblins from the Gob Squad to come in and put together a scale model of Theramore and its environs for us here in the war room, to help plan out troop and ship placement.

The only small wrinkle is the ogres in Brackenwall, seeing as we don’t want to end up wiping them all out with the corruption. Would be kind of rude, what with it being Draz’Zilb’s spell and all. So I’m having most of the ogre population – the ones who won’t be going on the actual attack – relocated temporarily to Alcaz Island. They’ll be safely isolated there until everything blows over, plus we can even use the island as a staging ground for the naval strike.

Preparations are already underway. I’ve had the ogres moving in small numbers for the last couple of days, so we can do it gradually enough not to draw attention. A couple more days and they should be safely situated on the island, and then we’ll be ready to start. And if things go according to plan, pretty soon Sylvanas’ plague will have some competition over on the other continent.

Not a bad idea, but you always need a concrete Plan B when you’re using magic as a means of transport, especially for withdrawal. Between interrupts, spell-locking, magic suppression zones…all you need in one wrinkle and your escape plan goes up in smoke.

I was specifically thinking about denial of teleport to the target area. We ARE talking about a reasonably competent Mage, after all. Since you mentioned a magic-suppression zone, I’m guessing that means you have one laid on.

Ahh, see, I was thinking you were talking about OUR people moving in and out, but that’s another good point about you-know-who porting the humans out of town. Don’t worry, though, we’ll be bringing our own mages to deal with that. Part of the deal with the ground strike will be getting our mages in position to set up a field to inhibit teleports. We’ve got the optimal positions already lined up for them and everything — really wish you could come check this out, really, those Gob Squad guys really did a neat job with the model.